mirror of
https://github.com/barkeser2002/flower.git
synced 2026-09-25 18:56:16 +03:00
292 lines
5.8 KiB
C++
292 lines
5.8 KiB
C++
#include "scene_graph.h"
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#include "scene.h"
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#include <util/framework.h>
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#include "scene_archive.h"
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#include <asset/asset.h>
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#include <asset/asset_system.h>
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namespace engine
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{
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std::shared_ptr<Scene> Scene::create(std::string name)
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{
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auto newScene = std::make_shared<Scene>();
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newScene->m_assetNameUtf8 = name;
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newScene->m_initName = name;
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return newScene;
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}
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bool Scene::saveActionImpl()
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{
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std::shared_ptr<AssetInterface> asset = getptr<Scene>();
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return saveAsset(asset, getSavePath(), getSuffix(), false);
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}
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std::shared_ptr<SceneNode> Scene::createNode(size_t id, const std::string& name)
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{
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auto node = SceneNode::create(id, name, getptr<Scene>());
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CHECK(!m_cacheSceneNodeMaps[node->getId()].lock());
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m_cacheSceneNodeMaps[node->getId()] = node;
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return node;
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}
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size_t Scene::requireId()
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{
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CHECK(m_currentId < SIZE_MAX && "GUID max than size_t's max value.");
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m_currentId++;
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return m_currentId;
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}
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SceneManager* Scene::getManager()
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{
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if (m_manager == nullptr)
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{
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m_manager = Framework::get()->getEngine().getRuntimeModule<SceneManager>();
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}
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return m_manager;
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}
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bool Scene::init()
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{
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m_root = createNode(kRootId, m_initName);
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return true;
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}
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void Scene::shrinkCacheComponent(const char* id)
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{
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auto& cacheWeakPtr = m_cacheSceneComponents[id];
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cacheWeakPtr.erase(std::remove_if(cacheWeakPtr.begin(), cacheWeakPtr.end(),
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[](const std::weak_ptr<Component>& p)
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{
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return p.lock().get() == nullptr;
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}),
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cacheWeakPtr.end()
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);
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m_cacheSceneComponentsShrinkAlready[id] = true;
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}
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bool Scene::setName(const std::string& name)
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{
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return m_root->setName(name);
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}
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void Scene::tick(const RuntimeModuleTickData& tickData)
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{
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// All node tick.
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loopNodeTopToDown([tickData](std::shared_ptr<SceneNode> node)
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{
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node->tick(tickData);
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}, m_root);
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}
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void Scene::onGameBegin()
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{
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loopNodeTopToDown([](std::shared_ptr<SceneNode> node)
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{
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node->onGameBegin();
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}, m_root);
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}
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void Scene::onGameStop()
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{
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loopNodeTopToDown([](std::shared_ptr<SceneNode> node)
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{
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node->onGameStop();
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}, m_root);
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}
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void Scene::onGameContinue()
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{
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loopNodeTopToDown([](std::shared_ptr<SceneNode> node)
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{
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node->onGameContinue();
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}, m_root);
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}
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void Scene::onGamePause()
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{
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loopNodeTopToDown([](std::shared_ptr<SceneNode> node)
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{
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node->onGamePause();
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}, m_root);
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}
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std::stringstream Scene::saveToStream()
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{
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std::stringstream storage(std::ios::in | std::ios::out | std::ios::binary);
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cereal::BinaryOutputArchive archive(storage);
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archive(*this);
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return std::move(storage);
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}
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void Scene::loadFromStream(std::stringstream&& s)
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{
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cereal::BinaryInputArchive archive(s);
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archive(*this);
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setDirty();
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}
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void Scene::deleteNode(std::shared_ptr<SceneNode> node)
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{
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loopNodeTopToDown(
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[&](std::shared_ptr<SceneNode> nodeLoop)
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{
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m_cacheSceneNodeMaps.erase(nodeLoop->getId());
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},
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node);
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// Loop delete nodes.
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node->selfDelete();
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}
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std::shared_ptr<SceneNode> Scene::createNode(const std::string& name, std::shared_ptr<SceneNode> parent)
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{
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// use require id to avoid guid repeat problem.
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m_nodeCount ++;
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auto result = createNode(requireId(), name);
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setParent(parent ? parent : m_root, result);
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setDirty();
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return result;
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}
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void Scene::addChild(std::shared_ptr<SceneNode> child)
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{
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m_root->addChild(child);
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}
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void Scene::loopNodeDownToTop(
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const std::function<void(std::shared_ptr<SceneNode>)>& func,
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std::shared_ptr<SceneNode> node)
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{
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auto& children = node->getChildren();
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for (auto& child : children)
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{
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loopNodeDownToTop(func, child);
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}
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func(node);
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}
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void Scene::loopNodeTopToDown(
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const std::function<void(std::shared_ptr<SceneNode>)>& func,
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std::shared_ptr<SceneNode> node)
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{
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func(node);
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auto& children = node->getChildren();
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for (auto& child : children)
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{
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loopNodeTopToDown(func, child);
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}
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}
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std::shared_ptr<SceneNode> Scene::findNode(const std::string& name)
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{
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if (name == m_root->getName())
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{
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return m_root;
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}
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for (auto& root_node : m_root->getChildren())
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{
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std::queue<std::shared_ptr<SceneNode>> traverseNodes{};
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traverseNodes.push(root_node);
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while (!traverseNodes.empty())
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{
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auto& node = traverseNodes.front();
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traverseNodes.pop();
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if (node->getName() == name)
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{
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return node;
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}
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for (auto& child_node : node->getChildren())
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{
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traverseNodes.push(child_node);
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}
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}
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}
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return nullptr;
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}
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std::vector<std::shared_ptr<SceneNode>> Scene::findNodes(const std::string& name)
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{
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std::vector<std::shared_ptr<SceneNode>> results{ };
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for (auto& root_node : m_root->getChildren())
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{
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std::queue<std::shared_ptr<SceneNode>> traverse_nodes{};
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traverse_nodes.push(root_node);
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while (!traverse_nodes.empty())
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{
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auto& node = traverse_nodes.front();
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traverse_nodes.pop();
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if (node->getName() == name)
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{
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results.push_back(node);
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}
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for (auto& child_node : node->getChildren())
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{
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traverse_nodes.push(child_node);
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}
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}
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}
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if (name == m_root->getName())
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{
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results.push_back(m_root);
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}
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return results;
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}
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bool Scene::setParent(std::shared_ptr<SceneNode> parent, std::shared_ptr<SceneNode> son)
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{
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bool bNeedSet = false;
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auto oldP = son->getParent();
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if (oldP == nullptr || (!son->isSon(parent) && parent->getId() != oldP->getId()))
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{
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bNeedSet = true;
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}
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if (bNeedSet)
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{
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son->setParent(parent);
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return true;
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}
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return false;
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}
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// Sync scene node tree's transform form top to down to get current result.
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void Scene::flushSceneNodeTransform()
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{
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loopNodeTopToDown([](std::shared_ptr<SceneNode> node)
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{
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node->getTransform()->updateWorldTransform();
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},m_root);
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}
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bool Scene::existNode(size_t id)
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{
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if (m_cacheSceneNodeMaps[id].lock())
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{
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return true;
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}
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m_cacheSceneNodeMaps.erase(id);
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return false;
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}
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} |